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https://github.com/HarbourMasters/SpaghettiKart
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Implement SpawnParams struct (#536)
* Impl SpawnParams * Added json submodule * Update json * Update * Works * Remove comment * Works refactor * Snowman and thwomp working * Impl hot air balloon * More progress * All OObjects are done * cleanup * Refactor 2Dpath to normal path * Update nlohmann json & fix compile * Rest of actors * MORE CHANGES * Finish actors * Done PR, some fix to collision viewer * Impl falling rocks * Add const * wip editor refactor * Property work * continue * Overridable editor properties * Actor saving/loading works now * Fix light alignment * Clarification * Impl penguin * params impl signs * properties impl falling rock * More property impls * impl air balloon * Add spawnParams to OObject Translate * Snowman translate better * impl hedgehog properly * properties impl trophy * thwomp progress * Finish impl properties * Fix compile * Fix cursor collisions * Move registered actors * Rename pathPoint XYZ to xyz * Fix editor pause bug * Clean up * Review comments * Remove SpawnParams struct from actor classes * Rename * Player Label First Iteration * Work now * Working 3d text * Fix boo bug * Finish AText actor * Fix spawnparams compile * Register AText * Finish Text Actor * Fix thwomp interpolation * Fix compile * Fix crab and hedgehog * Fix loading flagpole * Fix Hot Air Balloon * Turn zbuffer on for AText * Update --------- Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
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@@ -2,21 +2,30 @@
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#include "World.h"
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void RunGarbageCollector() {
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//CleanActors();
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CleanActors();
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CleanObjects();
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CleanStaticMeshActors();
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}
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void CleanActors() {
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// for (auto actor = gWorldInstance.Actors.begin(); actor != gWorldInstance.Actors.end();) {
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// OObject* act = *actor; // Get a mutable copy
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// if (act->PendingDestroy) {
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// delete act;
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// actor = gWorldInstance.Objects.erase(actor); // Remove from container
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// continue;
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// }
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// actor++;
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// }
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for (auto actor = gWorldInstance.Actors.begin(); actor != gWorldInstance.Actors.end();) {
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AActor* act = *actor; // Get a mutable copy
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if (act->bPendingDestroy) {
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if (act->IsMod()) { // C++ actor
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delete act;
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actor = gWorldInstance.Actors.erase(actor); // Remove from container
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} else { // Old C actor
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act->Flags = 0;
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act->Type = 0;
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act->Name = "";
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act->ResourceName = "";
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actor++; // Manually advance the iterator since no deletion happens here
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}
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gNumActors -= 1;
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continue;
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}
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actor++;
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}
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}
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void CleanStaticMeshActors() {
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